- Ensure most pages are reachable through the sidebar, by removing headers on pages that are mostly indexes.
- This also means that some pages now have navigable headers again.
- Remove prompt or `$` sign which makes triple-click based selection
more difficult and time-consuming.
- Use `platform` instead of `p` alias in all SCons examples.
- Mention that OpenGL ES can be run directly on desktop platforms
with a command line argument.
- Remove notice about some OpenGL features being unimplemented,
as the Compatibility rendering is pretty much feature-complete
as of 4.3.
- Update URL for the Vulkan rendering driver to follow RenderingDeviceDriver
changes.
- Fix incorrect notice about the D3D12 rendering driver transpiling
GLSL to HLSL (it transpiles SPIR-V to DXIL instead).
Removes an unnecessary and potentially confusing comparison of annotations to keywords and generally improves wording in the GDScript Basics tutorial. A new page to the Contributing section has been added for scripting development guidelines. This new page hosts suggestions on when annotations should be implemented in GDScript.
This allows users to leave comments on pages that don't have
`:allow_comments: False` somewhere in the page's source.
Both manual and class reference pages can receive comments.
Index pages cannot have comments, as discussion should occur on "leaf" pages.
GitHub Discussions is used as a backend on the same repository. This means
that Discussions *must* be enabled on godotengine/godot-docs before this
commit is merged to `master`. Users can choose to use the "Custom" watch
mode if they don't want to get notifications for discussion updates,
but still get notifications for issue and pull request updates.
User comments are intended to be used for the following purposes:
- Add a clarification or correct something in the documentation,
without having to open a pull request. Contributors are encouraged to
take a look at discussions from time to time, and see if there's information
worth incorporating in the pages themselves. Don't forget to reply to
the comment when doing so :)
- Mention a workaround for a common issue.
- Link to useful third-party resources that are relevant to the current page,
such as tutorials or add-ons.
User comments should *not* be used for technical support. Other community
platforms should be used for that.
Page-to-discussion matching is done using the `pagename` Sphinx variable,
which is independent of the Godot version and documentation language.
Being independent of the Godot version allows keeping old comments
when the Godot version changes, while also allowing users from `/stable`
and `/4.1` to "see" each other in discussions.
See https://giscus.app for more information.
I noticed some of the phrasing and grammar in object_class.rst was a bit confusing, so I tried to improve the clarity while keeping the original intent of the content.
Let me know if the changes are consistent with the rest of the docs, thanks!
The path to the `bin/` directory is written from the root as `./bin/<godot_binary>`,
however the path to the `scripts/` directory is written from outside the root as
`godot-source/modules/gdscript/tests/scripts`, which is inconsistent.
Based in https://github.com/godotengine/godot/issues/84456
Change register_tts_types() to initialize_tts_module()
Change unregister_tts_types() to uninitialize_tts_module()
Add parameter ModuleInitializationLevel p_level to uninitialize_tts_module and initialize_tts_module
Update "Viewport and canvas transforms" tutorial
- incldue missing Window-transform
- Update graphic to make the distinction between coordinate systems
and transforms mode clear
- Restructure "transform functions" section
- Update functions to new Godot 4 conventions
Create a more detailed page in engine documentation about 2d coordinate
systems and 2d transforms.
It got changed to SVG in godotengine/godot@cebefc9.
I'm not sure if PNGs are supported anymore but I guess that it's still
good practice to use SVGs and this isn't supposed to be a full in-depth
tutorial anyways 🤷